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TAPPING THE DREAM TREE

Newford may be an acquired taste, but if the lack of a new novel causes any disappointment, it will surely be assuaged by...

More urban fantasy set in and around de Lint's all-purpose North American city, Newford (The Onion Girl, 2001, etc.), but not, as the blurb seems to promise, a novel: 17 stories, one of considerable length, drawn from anthologies, ’zines, and chapbooks, 1998–2002, plus one, “The Witching Hour,” original to this collection. As usual, a variety of dysfunctional characters fumble their way to new beginnings, helped or hindered by a familiar coterie of magical beings, musicians, writers, and artists—the Crow girls Zia and Maida; Jilly Coppercorn; Christy Riddell; Meran and Cerin Kellady, among others—not to mention trees (the Tree of the title; the witchy Bottle Tree; the Tree of Tales), creatures good or evil, the quick and the dead. Predatory werewolves and fallen angels scour the dark streets; ghosts and spirits lurk in abandoned tenements; tiny folk, once birds, yearn to regain their ancient forms; murderers get their comeuppance, though never in any expected fashion. Vicious pixies from the Internet emerge through a computer screen to wreak havoc in Holly Rue's secondhand bookstore and annoy its unsuspected tenant, a shy but valiant hobgoblin. In the dreamworld, the witch Granny Weather, captured by malevolent bogles, summons the aid of Sophie Etoile, in whose veins runs faerie blood. Need to learn how to make your dog capable of speech? Consult TheWordwood.com, a Web site in an imaginary city in a world reached only through dreams.

Newford may be an acquired taste, but if the lack of a new novel causes any disappointment, it will surely be assuaged by the quality and variety of the material here.

Pub Date: Dec. 1, 2002

ISBN: 0-312-87401-4

Page Count: 544

Publisher: Tor

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: Sept. 15, 2002

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THE HOUSE IN THE CERULEAN SEA

A breezy and fun contemporary fantasy.

A tightly wound caseworker is pushed out of his comfort zone when he’s sent to observe a remote orphanage for magical children.

Linus Baker loves rules, which makes him perfectly suited for his job as a midlevel bureaucrat working for the Department in Charge of Magical Youth, where he investigates orphanages for children who can do things like make objects float, who have tails or feathers, and even those who are young witches. Linus clings to the notion that his job is about saving children from cruel or dangerous homes, but really he’s a cog in a government machine that treats magical children as second-class citizens. When Extremely Upper Management sends for Linus, he learns that his next assignment is a mission to an island orphanage for especially dangerous kids. He is to stay on the island for a month and write reports for Extremely Upper Management, which warns him to be especially meticulous in his observations. When he reaches the island, he meets extraordinary kids like Talia the gnome, Theodore the wyvern, and Chauncey, an amorphous blob whose parentage is unknown. The proprietor of the orphanage is a strange but charming man named Arthur, who makes it clear to Linus that he will do anything in his power to give his charges a loving home on the island. As Linus spends more time with Arthur and the kids, he starts to question a world that would shun them for being different, and he even develops romantic feelings for Arthur. Lambda Literary Award–winning author Klune (The Art of Breathing, 2019, etc.) has a knack for creating endearing characters, and readers will grow to love Arthur and the orphans alongside Linus. Linus himself is a lovable protagonist despite his prickliness, and Klune aptly handles his evolving feelings and morals. The prose is a touch wooden in places, but fans of quirky fantasy will eat it up.

A breezy and fun contemporary fantasy.

Pub Date: March 17, 2020

ISBN: 978-1-250-21728-8

Page Count: 352

Publisher: Tor

Review Posted Online: Nov. 10, 2019

Kirkus Reviews Issue: Dec. 1, 2019

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ASSASSIN'S APPRENTICE

At Buckkeep in the Six Duchies, young Fitz, the bastard son of Prince Chivalry, is raised as a stablehand by old warrior Burrich. But when Chivalry dies without legitimate issue—murdered, it's rumored—Fitz, at the orders of King Shrewd, is brought into the palace and trained in the knightly and courtly arts. Meanwhile, secretly at night, he receives instruction from another bastard, Chade, in the assassin's craft. Now, King Shrewd's subjects are imperiled by the visits of the Red-Ship Raiders—formidable warriors who pillage the seacoasts and turn their human victims into vicious, destructive zombies. Since rehabilitating the zombies proves impossible, it's Fitz's task to go abroad covertly and kill them as quickly and humanely as possible. Shrewd orders that Fitz be taught the Skill—mental powers of telepathy and coercion possessed by all those of the royal line; his teacher is Galen, a sadistic ally of the popinjay Prince Regal, who hates Fitz all the more for his loyalty to Shrewd's other son, the stalwart soldier Verity. Galen brutalizes Fitz and, unknown to anyone, implants a mental block that prevents Fitz from using the Skill. Later, Shrewd decrees that, to cement an alliance, Verity shall wed the Princess Kettricken, heir to a remote yet rich mountain kingdom. Verity, occupied with Skillfully keeping the Red-Ship Raiders at bay, can't go to collect his bride, so Regal and Fitz are sent. Finally, Fitz must discover the depths of Regal's perfidy, recapture his true Skill, win Kettricken's heart for Verity, and help Verity defeat the Raiders. An intriguing, controlled, and remarkably assured debut, at once satisfyingly self-contained yet leaving plenty of scope for future extensions and embellishments.

Pub Date: April 17, 1995

ISBN: 0-553-37445-1

Page Count: 368

Publisher: Spectra/Bantam

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: March 1, 1995

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